mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-15 16:25:06 +00:00
146 lines
2.7 KiB
Text
146 lines
2.7 KiB
Text
// https://www.shadertoy.com/view/XljBW3
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#define vec2 float2
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#define vec3 float3
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#define vec4 float4
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#define ivec2 int2
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#define ivec3 int3
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#define ivec4 int4
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#define mat2 float2x2
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#define mat3 float3x3
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#define mat4 float4x4
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#define fract frac
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#define mix lerp
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#define iTime Time.x
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#define iResolution ViewSize
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uniform float2 mouse<
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string name = "Virtual Mouse Coordinates";
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string field_type = "slider";
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float2 minimum = {0, 0};
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float2 maximum = {100., 100.};
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float2 scale = {.01, .01};
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float2 step = {.01, .01};
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> = {0., 0.};
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform bool direction<
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string name = "Invert Direction";
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> = true;
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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int2 iMouse() {
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return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y);
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}
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/* ps start
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*/
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#define time iTime
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uniform float ratio;
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#define PI2 6.28318530718
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#define PI 3.1416
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float vorocloud(float2 p){
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float f = 0.0;
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float flow = 1.0;
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if(direction){
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flow *= -1;
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}
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float2 pp = cos(float2(p.x * 14.0, (16.0 * p.y + cos(floor(p.x * 30.0)) + flow * time * PI2)) );
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p = cos(p * 12.1 + pp * 10.0 + 0.5 * cos(pp.x * 10.0));
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float2 pts[4];
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pts[0] = float2(0.5, 0.6);
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pts[1] = float2(-0.4, 0.4);
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pts[2] = float2(0.2, -0.7);
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pts[3] = float2(-0.3, -0.4);
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float d = 5.0;
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for(int i = 0; i < 4; i++){
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pts[i].x += 0.03 * cos(float(i)) + p.x;
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pts[i].y += 0.03 * sin(float(i)) + p.y;
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d = min(d, distance(pts[i], pp));
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}
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f = 2.0 * pow(1.0 - 0.3 * d, 13.0);
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f = min(f, 1.0);
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return f;
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}
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vec4 scene(float2 UV){
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float x = UV.x;
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float y = UV.y;
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float2 p = float2(x, y) - 0.5;
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vec4 col = vec4(0.0,0.0,0.0,0.0);
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col.g += 0.02;
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float v = vorocloud(p);
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v = 0.2 * floor(v * 5.0);
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col.r += 0.1 * v;
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col.g += 0.6 * v;
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col.b += 0.5 * pow(v, 5.0);
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v = vorocloud(p * 2.0);
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v = 0.2 * floor(v * 5.0);
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col.r += 0.1 * v;
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col.g += 0.2 * v;
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col.b += 0.01 * pow(v, 5.0);
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col.a = 1.0;
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return col;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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fragColor = scene(uv);
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}
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/*ps end*/
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertFragData VSDefault(VertFragData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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float4 PSDefault(VertFragData vtx) : TARGET {
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float4 col = float4(1., 1., 1., 1.);
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mainImage(col, vtx.uv * ViewSize.xy);
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return col;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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